Civilization VI Wiki
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Game Features

The Units in Civilization VI use a "1 Unit Per Tile" system, but also adds a combined military system in which a normal arms unit can stack together with a support unit, such as a builder, settler, field medic, battering ram, missionary, siege tower, anti-tank or anti-aircraft unit (as well as others) to then protect the unit which would otherwise be left at the mercy of your foes. Beginning at the Industrial Era, two of the same units can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Additionally, in the Modern Era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked by researching (in the Civics tree) Nationalism and Mobilization, respectively.

Unit info[]

  • Units Earn experience and will receive Promotions when they level up.
  • Units can be renamed (after receiving a second promotion). A random name generator is available.
  • Most infantry units have 4 figures at full strength.
  • Non-unique units will have some Civilization-specific details and ethnically appropriate skin color.
  • Movement now requires that a unit has the full amount of movement points required to enter a Tile. So for example, if Warrior has a move of 2 but only 1 movement point left in a turn, it can't enter Hills (since Hills require 2 movement points). The change brings about an increase to the impact of Terrain on movement, because you'll now be forced to move first to rough terrain, since you won't be able to ignore rough terrain just by using your last movement point on it.
  • Pillaging enemy Tile Improvements will heal units.
  • Naval units are built as ranged and melee, and melee vessels can still attack Coastal cities.
  • Some units (such as Settlers and Missionaries) become more expensive as you build or buy more of them.
  • Support units get their own layer of stacking, while you can't have two support units in the same tile, they can be combined with military units, or civilian units, or trade units, and not interfere with the stacking.

List of units[]

See also: Support Units, Military Units and Religious Units

Civilian Units[]

Civilian Units
Unit Name Description Move Religious Str Base Cost Maintenance
Apostle May convert Citizens to their Religion and initiate theological combat with units of other religions. 4 110 125 0
Archaeologist Find and extract Artifacts from Antiquity Sites to be displayed in their home city's Museum. 4 400 / 400 0
Builder May create Tile Improvements or remove features like Woods or Rainforests. Builders can be used 3 times; this can be increased through policies or wonders like the Pyramids. 2 50 / 50 0
Inquisitor May eliminate the presence of other Religions in their territory. 4 75 50 0
Missionary May convert Citizens to their Religion. May not initiate theological combat with units of other Religions (but can defend). 4 100 50 0
Naturalist A late-game civilian who can create a single National Park to attract Tourists. 4 800 0
Settler May create new Cities. Reduces city's Population by 1 when completed. 2 80 / 80 0
Spy Performs secret missions in foreign cities and protects your cities from enemy Spies. 4 300 4
Trader May make and maintain a single Trade Route. Automatically creates Roads as it travels. - 40 / 40 0

Land Combat Units[]

Land Combat Units
Unit Name Description Melee Ranged Move Class Base Cost Maintenance
Archer First Ancient Era ranged unit with a range of 2. 15 25 2 2 Ranged 50 / 50 1
Artillery Modern Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. 58 70 2 2 Siege 430 / 430 6
AT Crew Modern Era counter to cavalry class units. 70 2 Anti Cavalry 400 / 400 4
Bombard Renaissance Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. 43 55 2 2 Siege 280 / 280 4
Catapult Classical Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. 23 35 2 2 Siege 120 / 120 2
Cavalry Fast-moving Industrial Era light cavalry unit. 62 4 Light Cavalry 330 / 330 5
Crossbowman Medieval Era ranged unit. 30 40 2 2 Ranged 180 / 180 3
Field Cannon Industrial Era ranged unit. 50 60 2 2 Ranged 330 / 330 5
Heavy Chariot Hard-hitting Ancient Era heavy cavalry unit. Gains 1 bonus Movement if it begins a turn on a flat tile with no Woods, Rainforests, or Hills. 28 2 Heavy Cavalry 65 / 65 1
Helicopter Fast-moving Atomic Era light cavalry unit. 82 4 Light Cavalry 600 / 600 7
Horseman Fast-moving Classical Era light cavalry unit. 35 4 Light Cavalry 80 / 80 2
Infantry Modern Era melee unit. 70 2 Melee 430 / 430 6
Knight Hard-hitting, Medieval Era heavy cavalry unit. 48 4 Heavy Cavalry 180 / 180 4
Machine Gun Atomic Era ranged unit. 65 75 1 2 Ranged 540 / 540 6
Mechanized Infantry Information Era melee unit. 90 3 Melee 660 / 660 8
Modern Armor Information Era cavalry unit that is fast and strong. 90 4 Heavy Cavalry 680 / 680 8
Modern AT Information Era counter to cavalry class units. 80 2 Anti Cavalry 580 / 580 8
Musketman Renaissance Era melee unit. 55 2 Melee 240 / 240 4
Pikeman Medieval Era melee unit that's strong against mounted units. 41 2 Anti Cavalry 200 / 200 3
Ranger Fast-moving Industrial Era recon unit. 45 60 1 3 Recon 380 / 380 5
Rocket Artillery Information Era bombard unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. 78 85 3 2 Siege 680 / 680 8
Scout Fast-moving Ancient Era recon unit. 10 3 Recon 30 / 30 0
Slinger Weak Ancient Era ranged unit. Better on attack than defense. 5 15 1 2 Ranged 35 / 35 0
Spearman Ancient Era melee unit that's effective against mounted units. 25 2 Anti Cavalry 56 / 65 1
Swordsman Strong Classical Era melee unit. 35 2 Melee 90 / 90 2
Tank Fast-moving Modern Era heavy cavalry unit that ignores zone of control. 80 4 Heavy Cavalry 480 / 480 6
Warrior Weak Ancient Era melee unit. 20 2 Melee 40 / 40 0

Naval Combat Units[]

Naval Combat Units
Unit Name Description Melee Ranged AA Str. Move Class Base Cost Maintenance Era
Aircraft Carrier Atomic Era naval unit that can transport 2 air units. 65 3 Carrier 540 / 540 7 Atomic
Battleship Modern Era naval ranged unit. Provides cover from air and nuclear attacks up to 1 tile away. 60 70 ( 3) 5 Ranged 430 / 430 6 Modern
Caravel Fast Renaissance Era exploration melee naval unit. 50 4 Melee 240 / 240 4 Renaissance
Destroyer Strongest melee naval unit. Reveals submarines within sight range. 80 50 4 Melee 540 / 540 7
Frigate Renaissance Era ranged naval unit. 45 55 ( 2) 4 Ranged 280 / 280 5 Renaissance
Galley Ancient Era melee naval combat unit. Can only operate on coastal waters until Cartography is researched. 25 3 Melee 65 / 65 1 Ancient
Ironclad Powerful Industrial Era armored melee naval unit. 60 5 Melee 380 / 380 5 Industrial
Missile Cruiser Strongest ranged naval unit, available in the Information Era. 70 85 ( 3) 85 4 Ranged 680 / 680 8 Information
Nuclear Submarine Highly advanced Information Era ranged raiding naval unit that can be armed with nuclear weapons. Cannot be seen unless adjacent to it. 80 85 ( 2) 4 Raider 680 / 680 8 Information
Privateer Renaissance Era ranged naval unit with the ability to coastal raid. Cannot be seen unless adjacent to it. 40 50 ( 2) 4 Raider 280 / 280 4 Renaissance
Quadrireme Classical Era ranged naval unit. Can only operate on coastal waters until Cartography is researched. 20 25 ( 1) 3 Ranged 120 / 120 2 Classical
Submarine Modern Era ranged raiding naval unit. Cannot be seen unless adjacent to it. 65 75 ( 2) 3 Raider 480 / 480 6 Modern

Air Combat Units[]

Air Combat Units
Unit Name Description Melee Ranged Class Base Cost Maintenance
Biplane First air combat unit, available in the Modern Era. 60 55 ( 3) Fighter 430 / 430 6
Bomber First bomber unit, available in the Atomic Era. 65 80 ( 10) Bomber 540 / 540 7
Fighter Atomic Era Biplane upgrade. 80 65 ( 4) Fighter 540 / 540 7
Jet Bomber Information Era Bomber upgrade. 78 80 ( 15) Bomber 680 / 680 8
Jet Fighter Information Era Fighter upgrade. 90 75 ( 5) Fighter 680 / 680 8

Support Units[]

Support Units
Unit Name Description AA Str. Move Base Cost Maintenance
Battering Ram Ancient Era support unit. When adjacent to a city, attacking melee units do full damage to the city's walls. 2 65 / 65 1
Medic Industrial Era support unit. Can heal adjacent units. 2 370 / 370 5
Military Engineer Medieval Era support unit. Can construct Roads, Forts, and Airstrip improvements. 2 build charges. 2 170 / 170 4
Mobile SAM Information Era anti-air support unit. Provides cover from air and nuclear attacks up to 1 tile away from the weapon. 75 2 590 / 590 7
Observation Balloon Modern Era support unit. Adds +1 range to adjacent bombard units. 2 240 / 240 2
Siege Tower Classical Era support unit. When adjacent to a City, attacking melee units ignore Walls and immediately assult the city. 2 100 / 100 2



Unique units[]

See also: Unique

Unique Units in Civilization VI
Unit Name Country Description Notes Strength Movement Cost
P-51 Mustang America American unique air unit that replaces the Fighter. Better attack against fighters, farther range, and earns experience faster. Trivia: The insignia is of the "Red Tails" squadron of the Tuskegee Airmen. 540 Production
Rough Rider America Replaces the Cavalry. Effective in Hills, and gains Culture from kills on their home continent. Has a low maintenance cost. 385 Production
Samurai Japan Samurai fight as if they were at full strength until they are completely destroyed. Melee Strength: 48 2 180 Production
Egyptian Chariot Archer Egypt Replaces Heavy Chariot. Receives bonus Movement when it starts on open terrain. Melee Strength: 23
Ranged Strength: 33
Attack Range: 2
4 140 Production
Crouching Tiger Cannon China This high-power, short-range unit doesn't require specific resources to produce. Melee Strength: 30

Ranged Strength: 50

Attack Range: 1

2 160 Production
Redcoat England Gains a bonus fighting on foreign continents, and can disembark without using a Movement point. Melee Strength: 65 2 340 Production
Sea Dog England Seems to be a replacement for the Privateer. It can easily overcome weaker units and capture enemy ships. Melee Strength: 40
Ranged Strength: 50
Attack Range: 2
4 280 Production
Eagle Warrior Aztec Replaces the basic Warrior and can convert defeated enemies into Builders. This conversion ability works only against the units of other Civilizations, not Barbarians. 28 2 ? Production
Garde Impériale France Receives a combat bonus (+10) for fighting on the home continent, and Great General Points from kills. Melee Strength: 65 2 340 Production
Minas Geraes Brazil Replaces Battleship but also is available earlier in the game. It has "improved defense and ranged attack" and requires the Nationalism Civic instead of a technology. Melee Strength: 70
Ranged Strength: 80
Attack Range: 3
5 430 Production
Saka Horse Archer Scythia Does not require Horses. Melee Strength: 15
Ranged Strength: 25
Attack Range: 1
4 100 Production
U-Boat Germany Seems to replace the Submarine. Has a lower production cost and receives a combat bonus (+10) in deep ocean. Melee Strength: 65
Ranged Strength: 75
Attack range: 2
5 430 Production
Conquistador Spain Seems to be a Musketman replacement. +10 Combat Strength when stacked with Apostles, Inquisitors or Missionaries. If a Conquistador is adjacent to a city when it is captured, it automatically convert to Spain's majority Religion. Melee Strength: 55 2 250 Production
Varu India Seems to replace the Horseman. Reduces the Combat Strength of adjacent enemy units by -5. Melee Strength: 40 2 120 Production
Ngao Mbeba Kongo Replaces Swordsman. Receives a bonus to ranged defense, and does not require Iron. Woods and Rainforests do not slow them down or block sight. The name translates to "shield bearer" in Swahili. 110 Production
Berserker Norway Norwegian unique unit. It costs one Movement to pillage +7 Combat Strength when attacking and -7 Combat Strength when defending. Does not replace any unit. Pillaging costs 1 Movement. Maintenance: 3 Gold Melee Strength: 40 2 180 Production
Viking Longship Norway Norwegian unique naval unit that replaces the Galley. Can pillage enemy Coastal lands and capture civilians if adjacent using its coastal raiding ability. Can heal in neutral territory. Replaces the Galley. Can heal in neutral territory. Maintenance: 1 Gold Melee Strength: 30 3 65 Production
Legion Rome 110 Production
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